Overlapping scan-in and encode at the server

US12036471B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12036471-B2
Application numberUS-202217893707-A
CountryUS
Kind codeB2
Filing dateAug 23, 2022
Priority dateOct 1, 2019
Publication dateJul 16, 2024
Grant dateJul 16, 2024

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A method for cloud gaming. The method including generating a video frame when executing a video game at a server. The method including scanning-in the video frame to an encoder at the server scanline-by-scanline. The method including encoding one or more encoder slices as one or more encoded slices at the encoder, wherein each encoded slice is delivered to a buffer at an encoder fill rate. The method including draining a first encoded slice from the buffer to stream the first encoded slice at a buffer drain rate over a network to a client, wherein the first encoded slice is streamed over the network before fully encoding the one or more slices of the video frame.

First claim

Opening claim text (preview).

What is claimed is: 1. A method for cloud gaming, comprising: generating a video frame at a server; scanning-in the video frame to an encoder before a first next occurrence of a server VSYNC signal; encoding the video frame to generate a plurality of encoded slices, wherein the encoding of the video frame begins before the scanning-in of the video frame to the encoder has fully completed; storing the plurality of encoded slices in a buffer; and streaming the plurality of encoded slices from the buffer to a client device before a second next occurrence of the server VSYNC signal, wherein the streaming of the plurality of encoded slices begins before the scanning-in of the video frame to the encoder has fully completed. 2. The method of claim 1 , further comprising: beginning the streaming of the plurality of encoded slices before the encoding of the video frame has fully completed. 3. The method of claim 1 , wherein the scanning-in of the video frame occurs at a flip time. 4. The method of claim 1 , wherein the encoding the video frame includes: encoding a plurality of encoder slices of the video frame as the plurality of encoded slices; and delivering the plurality of encoded slices to the buffer at an encoder fill rate. 5. The method of claim 4 , further comprising: draining an encoded slice from the buffer at a buffer drain rate; and streaming the encoded slice over a network to the client device, wherein the encoded slice is streamed to the client device before the scanning-in of the video frame to the encoder has fully completed. 6. The method of claim 1 , further comprising: modifying the video frame during the scanning-in of the video frame, such that the video frame that is scanned-in to the encoder has been modified. 7. The method of claim 1 , wherein the first next occurrence and the second next occurrence of the server VSYNC signal occur at the same time. 8. A non-transitory computer-readable medium storing a computer program performing a method for cloud gaming, the computer-readable medium comprising: program instructions for generating a video frame at a server; program instructions for scanning-in the video frame to an encoder before a first next occurrence of a server VSYNC signal; program instructions for encoding the video frame to generate a plurality of encoded slices, wherein the encoding of the video frame begins before the scanning-in of the video frame to the encoder has fully completed; program instructions for storing the plurality of encoded slices in a buffer; and program instructions for streaming the plurality of encoded slices from the buffer to a client device before a second next occurrence of the server VSYNC signal, wherein the streaming of the plurality of encoded slices begins before the scanning-in of the video frame to the encoder has fully completed. 9. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for beginning the streaming of the plurality of encoded slices before the encoding of the video frame has fully completed. 10. The non-transitory computer-readable medium of claim 8 , wherein the scanning-in of the video frame occurs at a flip time. 11. The non-transitory computer-readable medium of claim 8 , wherein the program instructions for encoding the video frame includes: program instructions for encoding a plurality of encoder slices of the video frame as the plurality of encoded slices; and program instructions for delivering the plurality of encoded slices to the buffer at an encoder fill rate. 12. The non-transitory computer-readable medium of claim 11 , further comprising: program instructions for draining an encoded slice from the buffer at a buffer drain rate; and program instructions for streaming the encoded slice over a network to the client device, wherein the encoded slice is streamed to the client device before the scanning-in of the video frame to the encoder has fully completed. 13. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for modifying the video frame during the scanning-in of the video frame, such that the video frame that is scanned-in to the encoder has been modified. 14. The non-transitory computer-readable medium of claim 8 , wherein the first next occurrence and the second next occurrence of the server VSYNC signal occur at the same time. 15. A computer system comprising: a processor; and memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method for cloud gaming comprising: generating a video frame at a server; scanning-in the video frame to an encoder before a first next occurrence of a server VSYNC signal; encoding the video frame to generate a plurality of encoded slices, wherein the encoding of the video frame begins before the scanning-in of the video frame to the encoder has fully completed; storing the plurality of encoded slices in a buffer; and streaming the plurality of encoded slices from the buffer to a client device before a second next occurrence of the server VSYNC signal, wherein the streaming of the plurality of encoded slices begins before the scanning-in of the video frame to the encoder has fully completed. 16. The computer system of claim 15 , the method further comprising: beginning the streaming of the plurality of encoded slices before the encoding of the video frame has fully completed. 17. The computer system of claim 15 , wherein in the method the scanning-in of the video frame occurs at a flip time. 18. The computer system of claim 15 , wherein in the method the encoding the video frame includes: encoding a plurality of encoder slices of the video frame as the plurality of encoded slices; and delivering the plurality of encoded slices to the buffer at an encoder fill rate. 19. The computer system of claim 15 , the method further comprising: modifying the video frame during the scanning-in of the video frame, such that the video frame that is scanned-in to the encoder has been modified. 20. The computer system of claim 15 , wherein in the method the first next occurrence and the second next occurrence of the server VSYNC signal occur at the same time.

Assignees

Inventors

Classifications

  • Controlling the output signals based on the game progress · CPC title

  • Creation or processing of packetized elementary streams [PES] · CPC title

  • Multiplex stream processing, e.g. multiplex stream decrypting · CPC title

  • for performing operations on behalf of the game client, e.g. rendering · CPC title

  • Games · CPC title

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What does patent US12036471B2 cover?
A method for cloud gaming. The method including generating a video frame when executing a video game at a server. The method including scanning-in the video frame to an encoder at the server scanline-by-scanline. The method including encoding one or more encoder slices as one or more encoded slices at the encoder, wherein each encoded slice is delivered to a buffer at an encoder fill rate. The …
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/355. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 16 2024 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 6 related publications on this page (citations in our corpus or others sharing the same primary CPC).